Chespin (5e Creature)

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Chespin

Tiny elemental, any alignment


Armor Class 14 (natural armor)
Hit Points 27 (6d4 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 11 (+0) 12 (+1) 9 (-1)

Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 11
Languages Terran, understands Common but cannot speak it
Challenge 1/4 (50 XP)


ACTIONS

Leech Seed (1/day). The chespin targets one creature within 60 feet of it that it can see. The target must make a DC 12 Constitution saving throw. On a successful save, the creature can't be targeted by the chespin's leech seed for 24 hours. On a failed save, the creature is infected by a leech seed. While infected in this way, a creature takes 2 (1d4) necrotic damage at the start of each of its turns, and the chespin regains the same number of hit points. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful or the effect ends for the creature, it can't be targeted by the chespin's leech seed for 24 hours.

Vine Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

REACTIONS

Spiky Shield. If a creature hits the chespin with a melee attack, the chespin can use its reaction to 2 (1d4) piercing damage to the attacker.

650-Chespin.png

Chespin are forest dwellers, staying within the confines of the forest where they know they can stay safe in the trees instead of running around the valleys where they'd be easy pickings. They only leave the forests when someone comes by and trains them to fight. When in battle, chespin will stiffen the quills on its head, making them into tough, sharp spikes.


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